• Title/Summary/Keyword: Online platform

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Synchronous and Asynchronous Engagement in Virtual Library Services as Learning Support Systems from the Perspectives of Post-Graduate Students: A Case Study-Graduate Students: A Case Study

  • Alenzuela, Reysa;Kamilova, Yelizaveta
    • Journal of Information Science Theory and Practice
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    • v.6 no.1
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    • pp.45-64
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    • 2018
  • The global information economy is transforming the way people connect with each other, learn new things, and contribute to the knowledge society. With the online platform, library services have also expanded beyond face to face interaction. Although studies of virtual reference services have been made in different parts of the world, a case study discussing various forms of online reference engagement in Kazakhstan has not been written. While most of the theories on connectivism emphasize the context of instruction, the researchers of this paper discussed the tenets as they relate to online engagement. Applying the theory of connectivism, this paper explores through a mixed method the use of various online platforms to enhance engagement connecting library users to information. Findings revealed that differences in patterns of interactions as to platforms, types of queries, and users reveal that students, faculty, and other members of the academic community served by the library have various preferences for communication. The case study further showed that respondents have not maximized the use of VLS but interest in using both synchronous and asynchronous services is clear. Finding connections between sources of information, creating useful information patterns, is essential in learning. Amplifying awareness on the use of VLS giving emphasis to the unique features of each service is useful in order to enable students to see how this platform facilitates learning.

Psychological contract-based Consumer Repurchase behavior On Social commerce platform: An Empirical study

  • Shahbaz, Hussain;Li, Ying;Li, Wenli
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.2061-2083
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    • 2020
  • Social commerce, integration of social media and e-commerce, provides potential opportunities for consumers to talk about their ideas and exchange product-related information on online shopping platforms. Given the substantial prospects related to business opportunities and consumers' perceptions, this study explores the factors driving fulfillment of the psychological contract in social commerce platforms. This research proposes, examines, and proves a theoretical model for the post-purchase behavior of the consumers, through an empirical investigation of online questionnaire-based data, gathered from 367 consumers in a cross-sectional setting. Results show that the fulfillment of psychological contract, consumer loyalty, and affective commitment fully mediate the impact of consumer trust on platform and repurchase intention. The level of commitment toward the consumer by the platform is strongly related to the degree of consumer trust, which is reciprocated through re-purchase intentions. This study offers essential theoretical implications with regards to the social exchange theory, attribution theory, and an moderating effect of the platform empathy on consumers' trust-psychological contract fulfillment relationship. Likewise, this research has significant implications for practitioners and managers.

Infrastructure for Network Applications based on Multi-Platform (멀티 플랫폼 기반 네트워크 응용을 위한 기반 구조)

  • 김진덕;진교홍
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.677-681
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    • 2002
  • Several multi-user online applications which are operated by the existing fixed terminals(PC) are being changed into online application based on multi-platform operated by the several PC, PDA and mobile phones to perform concurrent works due to the popularization of mobile devices recently. This paper proposed the infrastructure for network applications based on multi-platform. We also proposed the methods of consistency control based on multi-platform, update propagation protocols among diverse clients which take the asymmetry of computing power and network bandwidth among each client into account. Moreover, we implemented a chatting application based on multi-platform and it showed the proposed infrastructure and methods perform well.

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When in danger, who will help you? Two types of trust in technical coping on online platforms

  • Lee, Saerom
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.69-94
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    • 2023
  • Purpose Social networking service (SNS) platforms employ distinct networking strategies to meet the varying needs of their users, resulting in divergent sets of technological functionalities offered by each platform. Consequently, unique features on various SNSs give rise to distinct social issues. Moreover, the available technical coping mechanisms for users vary significantly across platforms. Design/methodology/approach Therefore, this study analyzes the factors affecting technical coping intention based on technical functions of SNSs for users exposed to cybercrime, such as sexual harassment. We divide coping intention into active and passive coping intention. Furthermore, this research focuses on trust as an antecedent of coping intention and verifies how human and system-like trust affects two coping intentions in different directions. Findings Findings reveal that system-like trust significantly affects both active and passive coping intention as a belief in whether the technology will work properly. However, in the case of human-like trust, trust in the platform provider was found to negatively affect passive coping, which is considered unsocialized behavior on SNS platforms. Therefore, both human-like and system-like trust for the platform must be appropriately applied to cope with the problem while activating the platform.

A Study on the Influence Factors of the Continuance Intention of Foodservice O2O Platform : IS Success Model and Post Acceptance Model (외식 O2O 플랫폼의 지속사용의도 영향 요인 연구 : 정보시스템성공모델과 후기수용모델)

  • Park Jaeyun;Seo Jungwoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.159-174
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    • 2024
  • Recently, as demand for delivery services has increased rapidly due to COVID-19, the food service O2O(Online to Offline) platform has also grown significantly. This study aimed to verify the influencing factors on continuance use intention of O2O platform using the Information Service Success Model and Post Acceptance Model. An online survey was conducted on 379 consumers who used the food service O2O platform in the past six months, and the collected survey was analyzed using SPSS 26.0 and AMOS 24.0. As a result of the verification, in the influence relationship between the Information Service Success Model and Post Acceptance Model, system quality was found to have an effect on perceived usefulness, but information quality and service quality were rejected for perceived usefulness and were partially adopted, The rest were all found to have a significant effect. In the moderating effect according to the amount used, the intention to continue using was stronger when the group who spent more than 30,000 won was satisfied. These results support previous research on O2O platforms and provide academic implications as well as practical implications for practitioners in the food service industry.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

A Study on the Regulation of Consumer Deception Interface: Focusing on Dark Patterns (온라인상의 소비자 기만 인터페이스 규제방안 연구: 다크패턴을 중심으로)

  • Ji Hun, Lim;Beop Yeon, Kim;Hun Yeong, Kwon
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.73-89
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    • 2022
  • After COVID-19, the percentage of digital consumption has soared. Meanwhile, as the online platform market grows in size and digital commerce is activated, controversy over the "dark pattern" that induces consumers to do unintended things online continues. Dark patterns are deceptive design patterns that cause consumer rights and financial damage and can result in damaging fair market competition. As a result, the need to regulate dark patterns is raised not only by overseas regulators but also in Korea, and there are growing calls for strengthening consumer protection against dark patterns, with amendments to related laws being proposed by the National Assembly. On the other hand, there is no agreed definition of dark pattern from a normative point of view, and there is a concern that even legitimate advertising marketing activities of companies may be regulated, so a review of dark pattern regulatory measures is required. In this study, dark patterns were reviewed from a normative point of view and appropriate regulatory measures were analyzed. In particular, the problem of the dark pattern can be applied in a way that the market regulates and controls itself in consideration of the characteristics of the online platform. This study reviewed the possibility of self-regulation for dart patterns and proposed the role of each subject.

A Study on the Learners' Class Satisfaction in Synchronous Online Classes (온라인 실시간 수업에서의 학습자의 수업 만족도 연구)

  • Han, Jinhee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.173-178
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    • 2021
  • This study aimed to understand and analyze the learners' class satisfaction and the effectiveness of synchronous online classes after COVID-19. A total of 188 learners participated in the survey conducted at the end of the Fall Semester 2020 at C University located Gyeongsangnam-do. Findings revealed that learners' satisfaction with the synchronous online classes was relatively low, and the learners had negative perception of that. Learning content have the biggest effect on the learners' class satisfaction. Next came class management and the online learning platform. Therefore, instructors need to organize learning content effectively and enhance learners' understanding considering the most influential variable, learning content so that learners are satisfied with the synchronous online classes. Also, instructors should make it possible for learners to get familiar with the online learning platform and use it without any problems through systematic and faithful class design for effective learning in unfamiliar online learning environment. In addition, instructors need to know learners' needs and difficulties and plan their synchronous online classes. This study has limitations in that it was conducted only at one college and the limited number of variables was measured.

A Blockchain Copyright Information Registration System for Content Protection of Online Sharing Platforms (온라인 공유 플랫폼용 콘텐츠 보호를 위한 블록체인 저작권 정보 등록 시스템)

  • Kim, Minyoung;Lee, Hyoun-Sub;Kim, Jin-Deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1718-1721
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    • 2020
  • This paper proposes a method to protect the copyright of creators' content shared through an online sharing platform in a legal battle. When creators upload their independent creation content to the online sharing platform, it automatically upload information necessary for copyright effect to this system. The data warehouse of this system is as a private blockchain for to ensure non-repudiation and transparency of the information. We present that the data warehouse is to build as Hyperledger Fabric in this paper. And We present the transaction data structure of the blockchain to prevent orphan works. We also dealt with how to build a website where users can conveniently check the data (copyright related information) of this blockchain.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.